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2020-12-05Merge pull request #36382 from aaronfranke/unhide-the-hiddenRémi Verschelde
Unhide hidden members by renaming them and rebind Mesh enums
2020-12-05Frees CanvasShaderSDF reference (prevents warning at startup)Yuri Roubinsky
2020-12-04Rename RD texture "type" to "texture_type"Aaron Franke
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04Rename RD uniform "type" to "uniform_type"Aaron Franke
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04Rename XR get_type and get_nameAaron Franke
Now called get_tracker_type and get_tracker_name
2020-12-05Merge pull request #44080 from akien-mga/doc-syncRémi Verschelde
doc: Sync classref with current source
2020-12-04RenderingServer reorganizationreduz
2020-12-04doc: Sync classref with current sourceRémi Verschelde
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
2020-12-04Merge pull request #44084 from vnen/float-is-realRémi Verschelde
Rename TYPE_REAL to TYPE_FLOAT
2020-12-04Rename TYPE_REAL to TYPE_FLOATGeorge Marques
To be consistent with the naming everywhere else.
2020-12-03Reorganize rendering server.reduz
-Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-12-02Refactored Mesh internals and formats.reduz
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
2020-11-30Fixed crash in canvas_item_add_polyline if color arr has incorrect sizeYuri Roubinsky
2020-11-28Merge pull request #42761 from fire/color-grading-3dRémi Verschelde
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28Environment brightness, contrast, saturation restore with color correction.clayjohn
Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28Merge pull request #43828 from Chaosus/restore_line_antialiasingYuri Roubinsky
Restored antialiased lines by emulation using triangle strips
2020-11-28Merge pull request #42987 from clayjohn/VULKAN-sky-onlyRémi Verschelde
Add sky_only setting to DirectionalLight3Ds
2020-11-28Merge pull request #41100 from bruvzg/ctl_text_server_interfaceRémi Verschelde
[Complex Text Layouts] Implement TextServer interface.
2020-11-27Restored antialiased lines by emulation using triangle stripsYuri Roubinsky
2020-11-26Implement signed distance fields for 2D shadersreduz
2020-11-26[Complex Text Layouts] Implement TextServer interface. Implement Fallback ↵bruvzg
TextServer.
2020-11-19fix for two incorrectly bound texture formatsJordan Schidlowsky
2020-11-18Check uniform set validity before freeingNick Swoboda
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #42167 from madmiraal/fix-42108Rémi Verschelde
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-15Fix new transform to pixel snapping logicRémi Verschelde
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-11-10Remove Attempted to free invalid ID errorRafał Mikrut
2020-11-10Merge pull request #43333 from YeldhamDev/global_rate_scale_minRémi Verschelde
Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
2020-11-09Variant: Rename Type::_RID to Type::RIDRémi Verschelde
The underscore prefix was used to avoid the conflict between the `RID` class name and the matching enum value in `Variant::Type`. This can be fixed differently by prefixing uses of the `RID` class in `Variant` with the scope resolution operator, as done already for `AABB`.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-11-06Fix "unifom" typo in RasterizerStorageRD methodHugo Locurcio
2020-11-05Disallow setting the AudioServer's 'global_rate_scale' to a value equal or ↵Michael Alexsander
inferior to 0
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-04Implement DirectionalLight2Dreduz
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
2020-11-02Alpha Hash and Alpha2Coverage ImplementationMarios Staikopoulos
2020-10-30Refactor pixel snapping.reduz
-Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-28Implement CanvasGroup and CanvasItem clippingreduz
-Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code.
2020-10-25Merge pull request #43058 from clayjohn/VULKAN-FXAA-bugRémi Verschelde
[4.0]Remove extra exposure multiply in FXAA
2020-10-24Remove extra exposure multiply in FXAAclayjohn
2020-10-24Refactored 2D shader and lighting systemreduz
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
2020-10-22Merge pull request #42949 from DavidSichma/shaderglobalsRémi Verschelde
Shader globals bugfixes
2020-10-21Add sky_only setting to DirectionalLight3Dsclayjohn
2020-10-21Fix textureSize & texelFetch shader compilation errorsYuri Roubinsky
2020-10-21Shader globals bugfixesDavid Sichma
- shader globals editor displays properties correctly - fixed some errors how globals were transferred
2020-10-20Remove unused `#define` from the tonemap shaderHugo Locurcio
It was a leftover from an earlier version of the debanding PR which used a simpler (but less effective) algorithm.
2020-10-19Merge pull request #42915 from Yetizone/negative_lights_behaviorRémi Verschelde
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
2020-10-19Merge pull request #42913 from Calinou/debanding-fix-brightnessRémi Verschelde
Fix debanding slightly brightening the whole viewport
2020-10-20tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positiveYetizone
Color values can become negative in the case of negative lights which leads to undesired behaviour.
2020-10-19Fix debanding slightly brightening the whole viewportHugo Locurcio
Thanks to Mikkel Gjoel on Twitter for the tip :)
2020-10-19Fix invalid buffer updates in SDFGIreduz